Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/GeometryProcessingAdapters/Private/ApproximateActorsImpl.cpp
Ryan Schmidt 52ab1f5537 ModelingTools: Clean up AutoUV Tools and add support for Polygroup Layers.
- Refactor recompute-UVs-for-groups/islands out of ParameterizeMeshOp/Tool into RecomputeUVsOp/Tool. RecomputeUVsTool supports selection of active PolygroupLayer when applicable. Add support for auto-repacking.
- Clean up ParameterizeMeshOp/Tool, remove functionality related to recomputation that was moved to Recompute tool, add separate property sets for UVAtlas and XAtlas
- Add FDynamicMeshUVEditor::QuickPack() function to compute UV layout
- Add support for Polygroup Layer selection in SetCollisionGeometryTool, if only one source object is in use

#rb none
#rnx
#jira none
#preflight 60ced4b0be81e800012cc135

[CL 16724375 by Ryan Schmidt in ue5-main branch]
2021-06-20 16:57:02 -04:00

1067 lines
41 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryProcessing/ApproximateActorsImpl.h"
#include "Scene/MeshSceneAdapter.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/MeshNormals.h"
#include "DynamicMesh/MeshTangents.h"
#include "MeshSimplification.h"
#include "MeshConstraintsUtil.h"
#include "Implicit/Solidify.h"
#include "Implicit/Morphology.h"
#include "Operations/RemoveOccludedTriangles.h"
#include "ParameterizationOps/ParameterizeMeshOp.h"
#include "Parameterization/MeshUVPacking.h"
#include "MeshQueries.h"
#include "ProjectionTargets.h"
#include "Selections/MeshFaceSelection.h"
#include "AssetUtils/CreateStaticMeshUtil.h"
#include "AssetUtils/CreateTexture2DUtil.h"
#include "AssetUtils/CreateMaterialUtil.h"
#include "AssetUtils/Texture2DUtil.h"
#include "UObject/UObjectGlobals.h" // for CreatePackage
#include "ImageUtils.h"
#include "Image/ImageInfilling.h"
#include "Sampling/MeshGenericWorldPositionBaker.h"
#include "Scene/SceneCapturePhotoSet.h"
#include "AssetUtils/Texture2DBuilder.h"
#include "Materials/Material.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Engine/MeshMerging.h"
#include "Async/Async.h"
#include "Misc/ScopedSlowTask.h"
#include "RenderCaptureInterface.h"
using namespace UE::Geometry;
using namespace UE::AssetUtils;
DEFINE_LOG_CATEGORY_STATIC(LogApproximateActors, Log, All);
#define LOCTEXT_NAMESPACE "ApproximateActorsImpl"
static TAutoConsoleVariable<int32> CVarApproximateActorsRDOCCapture(
TEXT("ApproximateActors.RenderCapture"),
0,
TEXT("Determines whether or not to trigger a render capture.\n")
TEXT("0: Turned Off\n")
TEXT("1: Turned On"),
ECVF_Default);
struct FGeneratedResultTextures
{
UTexture2D* BaseColorMap = nullptr;
UTexture2D* RoughnessMap = nullptr;
UTexture2D* MetallicMap = nullptr;
UTexture2D* SpecularMap = nullptr;
UTexture2D* PackedMRSMap = nullptr;
UTexture2D* EmissiveMap = nullptr;
UTexture2D* NormalMap = nullptr;
};
static TUniquePtr<FSceneCapturePhotoSet> CapturePhotoSet(
const TArray<AActor*>& Actors,
const IGeometryProcessing_ApproximateActors::FOptions& Options
)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Captures);
double FieldOfView = Options.FieldOfViewDegrees;
double NearPlaneDist = Options.NearPlaneDist;
FImageDimensions CaptureDimensions(Options.RenderCaptureImageSize, Options.RenderCaptureImageSize);
TUniquePtr<FSceneCapturePhotoSet> SceneCapture = MakeUnique<FSceneCapturePhotoSet>();
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::BaseColor, Options.bBakeBaseColor);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::WorldNormal, Options.bBakeNormalMap);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Emissive, Options.bBakeEmissive);
bool bMetallic = Options.bBakeMetallic;
bool bRoughness = Options.bBakeRoughness;
bool bSpecular = Options.bBakeSpecular;
if (Options.bUsePackedMRS && (bMetallic || bRoughness || bSpecular ) )
{
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::CombinedMRS, true);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Roughness, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Metallic, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Specular, false);
}
else
{
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::CombinedMRS, false);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Roughness, true);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Metallic, true);
SceneCapture->SetCaptureTypeEnabled(ERenderCaptureType::Specular, true);
}
SceneCapture->SetCaptureSceneActors(Actors[0]->GetWorld(), Actors);
SceneCapture->AddStandardExteriorCapturesFromBoundingBox(
CaptureDimensions, FieldOfView, NearPlaneDist,
true, true, true);
return SceneCapture;
}
static void BakeTexturesFromPhotoCapture(
TUniquePtr<FSceneCapturePhotoSet>& SceneCapture,
const IGeometryProcessing_ApproximateActors::FOptions& Options,
FGeneratedResultTextures& GeneratedTextures,
const FDynamicMesh3* WorldTargetMesh,
const FMeshTangentsd* MeshTangents
)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures);
int32 UVLayer = 0;
int32 Supersample = FMath::Max(1, Options.AntiAliasMultiSampling);
if ( (Options.TextureImageSize * Supersample) > 16384)
{
UE_LOG(LogApproximateActors, Warning, TEXT("Ignoring requested supersampling rate %d because it would require image buffers with resolution %d, please try lower value."), Supersample, Options.TextureImageSize * Supersample);
Supersample = 1;
}
FImageDimensions OutputDimensions(Options.TextureImageSize*Supersample, Options.TextureImageSize*Supersample);
FScopedSlowTask Progress(8.f, LOCTEXT("BakingTextures", "Baking Textures..."));
Progress.MakeDialog(true);
Progress.EnterProgressFrame(1.f, LOCTEXT("BakingSetup", "Setup..."));
FDynamicMeshAABBTree3 Spatial(WorldTargetMesh, true);
FMeshImageBakingCache TempBakeCache;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures_MakeCache);
TempBakeCache.SetDetailMesh(WorldTargetMesh, &Spatial);
TempBakeCache.SetBakeTargetMesh(WorldTargetMesh);
TempBakeCache.SetDimensions(OutputDimensions);
TempBakeCache.SetUVLayer(UVLayer);
TempBakeCache.SetThickness(0.1);
TempBakeCache.SetCorrespondenceStrategy(FMeshImageBakingCache::ECorrespondenceStrategy::Identity);
TempBakeCache.ValidateCache();
}
Progress.EnterProgressFrame(1.f, LOCTEXT("BakingBaseColor", "Baking Base Color..."));
FAxisAlignedBox3d TargetBounds = WorldTargetMesh->GetBounds();
double RayOffsetHackDist = (double)(100.0f * FMathf::ZeroTolerance * TargetBounds.MinDim() );
auto VisibilityFunction = [&Spatial, RayOffsetHackDist](const FVector3d& SurfPos, const FVector3d& ImagePosWorld)
{
FVector3d RayDir = ImagePosWorld - SurfPos;
double Dist = Normalize(RayDir);
FVector3d RayOrigin = SurfPos + RayOffsetHackDist * RayDir;
int32 HitTID = Spatial.FindNearestHitTriangle(FRay3d(RayOrigin, RayDir), IMeshSpatial::FQueryOptions(Dist));
return (HitTID == IndexConstants::InvalidID);
};
FSceneCapturePhotoSet::FSceneSample DefaultSample;
FVector4f InvalidColor(0, -1, 0, 1);
DefaultSample.BaseColor = FVector3f(InvalidColor.X, InvalidColor.Y, InvalidColor.Z);
FMeshGenericWorldPositionColorBaker BaseColorBaker;
BaseColorBaker.SetCache(&TempBakeCache);
BaseColorBaker.ColorSampleFunction = [&](FVector3d Position, FVector3d Normal) {
FSceneCapturePhotoSet::FSceneSample Sample = DefaultSample;
SceneCapture->ComputeSample(FRenderCaptureTypeFlags::BaseColor(),
Position, Normal, VisibilityFunction, Sample);
return Sample.GetValue4f(ERenderCaptureType::BaseColor);
};
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures_BakeColor);
BaseColorBaker.Bake();
}
// find "hole" pixels
TArray<FVector2i> MissingPixels;
TUniquePtr<TImageBuilder<FVector4f>> ColorImage = BaseColorBaker.TakeResult();
TMarchingPixelInfill<FVector4f> Infill;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures_ComputeInfill);
TempBakeCache.FindSamplingHoles([&](const FVector2i& Coords)
{
return ColorImage->GetPixel(Coords) == InvalidColor;
}, MissingPixels);
// solve infill for the holes while also caching infill information
Infill.ComputeInfill(*ColorImage, MissingPixels, InvalidColor,
[](FVector4f SumValue, int32 Count) {
float InvSum = (Count == 0) ? 1.0f : (1.0f / Count);
return FVector4f(SumValue.X * InvSum, SumValue.Y * InvSum, SumValue.Z * InvSum, 1.0f);
});
}
// downsample the image if necessary
if (Supersample > 1)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures_Downsample);
TImageBuilder<FVector4f> Downsampled = ColorImage->FastDownsample(Supersample, FVector4f::Zero(), [](FVector4f V, int N) { return V / (float)N; });
*ColorImage = MoveTemp(Downsampled);
}
// this lambda is used to process the per-channel images. It does the bake, applies infill, and downsamples if necessary
auto ProcessChannelFunc = [&](ERenderCaptureType CaptureType)
{
FVector4f DefaultValue(0, 0, 0, 0);
FMeshGenericWorldPositionColorBaker ChannelBaker;
ChannelBaker.SetCache(&TempBakeCache);
ChannelBaker.ColorSampleFunction = [&](FVector3d Position, FVector3d Normal) {
FSceneCapturePhotoSet::FSceneSample Sample = DefaultSample;
SceneCapture->ComputeSample(FRenderCaptureTypeFlags::Single(CaptureType), Position, Normal, VisibilityFunction, Sample);
return Sample.GetValue4f(CaptureType);
};
ChannelBaker.Bake();
TUniquePtr<TImageBuilder<FVector4f>> Image = ChannelBaker.TakeResult();
Infill.ApplyInfill(*Image,
[](FVector4f SumValue, int32 Count) {
float InvSum = (Count == 0) ? 1.0f : (1.0f / Count);
return FVector4f(SumValue.X * InvSum, SumValue.Y * InvSum, SumValue.Z * InvSum, 1.0f);
});
if (Supersample > 1)
{
TImageBuilder<FVector4f> Downsampled = Image->FastDownsample(Supersample, FVector4f::Zero(), [](FVector4f V, int N) { return V / (float)N; });
*Image = MoveTemp(Downsampled);
}
return MoveTemp(Image);
};
bool bMetallic = Options.bBakeMetallic;
bool bRoughness = Options.bBakeRoughness;
bool bSpecular = Options.bBakeSpecular;
TUniquePtr<TImageBuilder<FVector4f>> RoughnessImage, MetallicImage, SpecularImage, PackedMRSImage, EmissiveImage;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures_OtherChannels);
if (Options.bUsePackedMRS && (bMetallic || bRoughness || bSpecular))
{
PackedMRSImage = ProcessChannelFunc(ERenderCaptureType::CombinedMRS);
}
else
{
if (bRoughness)
{
RoughnessImage = ProcessChannelFunc(ERenderCaptureType::Roughness);
}
if (bMetallic)
{
MetallicImage = ProcessChannelFunc(ERenderCaptureType::Metallic);
}
if (bSpecular)
{
SpecularImage = ProcessChannelFunc(ERenderCaptureType::Specular);
}
}
if (Options.bBakeEmissive)
{
EmissiveImage = ProcessChannelFunc(ERenderCaptureType::Emissive);
}
}
Progress.EnterProgressFrame(1.f, LOCTEXT("BakingNormals", "Baking Normals..."));
TUniquePtr<TImageBuilder<FVector3f>> NormalImage;
if (Options.bBakeNormalMap)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures_NormalMapBake);
// no infill on normal map for now, doesn't make sense to do after mapping to tangent space!
// (should we build baked normal map in world space, and then resample to tangent space??)
FVector4f DefaultNormalValue(0, 0, 1, 1);
FMeshGenericWorldPositionNormalBaker NormalMapBaker;
NormalMapBaker.SetCache(&TempBakeCache);
NormalMapBaker.BaseMeshTangents = MeshTangents;
NormalMapBaker.NormalSampleFunction = [&](FVector3d Position, FVector3d Normal) {
FSceneCapturePhotoSet::FSceneSample Sample = DefaultSample;
SceneCapture->ComputeSample(FRenderCaptureTypeFlags::WorldNormal(),
Position, Normal, VisibilityFunction, Sample);
FVector3f NormalColor = Sample.WorldNormal;
float x = (NormalColor.X - 0.5f) * 2.0f;
float y = (NormalColor.Y - 0.5f) * 2.0f;
float z = (NormalColor.Z - 0.5f) * 2.0f;
return FVector3f(x, y, z);
};
NormalMapBaker.Bake();
NormalImage = NormalMapBaker.TakeResult();
if (Supersample > 1)
{
TImageBuilder<FVector3f> Downsampled = NormalImage->FastDownsample(Supersample, FVector3f::Zero(), [](FVector3f V, int N) { return V / (float)N; });
*NormalImage = MoveTemp(Downsampled);
}
}
// build textures
Progress.EnterProgressFrame(1.f, LOCTEXT("BuildingTextures", "Building Textures..."));
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Textures_BuildTextures);
FScopedSlowTask BuildTexProgress(6.f, LOCTEXT("BuildingTextures", "Building Textures..."));
BuildTexProgress.MakeDialog(true);
if (Options.bBakeBaseColor && ColorImage.IsValid())
{
BuildTexProgress.EnterProgressFrame(1.f);
GeneratedTextures.BaseColorMap = FTexture2DBuilder::BuildTextureFromImage(*ColorImage, FTexture2DBuilder::ETextureType::Color, true, false);
}
if (Options.bBakeEmissive && EmissiveImage.IsValid())
{
BuildTexProgress.EnterProgressFrame(1.f);
GeneratedTextures.EmissiveMap = FTexture2DBuilder::BuildTextureFromImage(*EmissiveImage, FTexture2DBuilder::ETextureType::EmissiveHDR, false, false);
}
if (Options.bBakeNormalMap && NormalImage.IsValid())
{
BuildTexProgress.EnterProgressFrame(1.f);
GeneratedTextures.NormalMap = FTexture2DBuilder::BuildTextureFromImage(*NormalImage, FTexture2DBuilder::ETextureType::NormalMap, false, false);
}
if ( (bRoughness || bMetallic || bSpecular) && PackedMRSImage.IsValid())
{
BuildTexProgress.EnterProgressFrame(1.f);
GeneratedTextures.PackedMRSMap = FTexture2DBuilder::BuildTextureFromImage(*PackedMRSImage, FTexture2DBuilder::ETextureType::ColorLinear, false, false);
}
else
{
if (bRoughness && RoughnessImage.IsValid())
{
BuildTexProgress.EnterProgressFrame(1.f);
GeneratedTextures.RoughnessMap = FTexture2DBuilder::BuildTextureFromImage(*RoughnessImage, FTexture2DBuilder::ETextureType::Roughness, false, false);
}
if (bMetallic && MetallicImage.IsValid())
{
BuildTexProgress.EnterProgressFrame(1.f);
GeneratedTextures.MetallicMap = FTexture2DBuilder::BuildTextureFromImage(*MetallicImage, FTexture2DBuilder::ETextureType::Metallic, false, false);
}
if (bSpecular && SpecularImage.IsValid())
{
BuildTexProgress.EnterProgressFrame(1.f);
GeneratedTextures.SpecularMap = FTexture2DBuilder::BuildTextureFromImage(*SpecularImage, FTexture2DBuilder::ETextureType::Specular, false, false);
}
}
}
}
struct FApproximationMeshData
{
IGeometryProcessing_ApproximateActors::EResultCode ResultCode = IGeometryProcessing_ApproximateActors::EResultCode::UnknownError;
bool bHaveMesh = false;
FDynamicMesh3 Mesh;
bool bHaveTangents = false;
FMeshTangentsd Tangents;
};
static TSharedPtr<FApproximationMeshData> GenerateApproximationMesh(
FMeshSceneAdapter& Scene,
const IGeometryProcessing_ApproximateActors::FOptions& Options,
double ApproxAccuracy
)
{
FScopedSlowTask Progress(8.f, LOCTEXT("Generating Mesh", "Generating Mesh.."));
TSharedPtr<FApproximationMeshData> Result = MakeShared<FApproximationMeshData>();
// collect seed points
TArray<FVector3d> SeedPoints;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_SeedPoints);
Scene.CollectMeshSeedPoints(SeedPoints);
}
FAxisAlignedBox3d SceneBounds = Scene.GetBoundingBox();
// calculate a voxel size based on target world-space approximation accuracy
float WorldBoundsSize = SceneBounds.DiagonalLength();
int32 VoxelDimTarget = (int)(WorldBoundsSize / ApproxAccuracy) + 1;
if (VoxelDimTarget < 64)
{
VoxelDimTarget = 64; // use a sane minimum in case the parameter is super-wrong
}
// avoid insane memory usage
if (VoxelDimTarget > Options.ClampVoxelDimension)
{
UE_LOG(LogApproximateActors, Warning, TEXT("FApproximateActorsImpl - very large voxel size %d clamped to %d"), VoxelDimTarget, Options.ClampVoxelDimension);
VoxelDimTarget = Options.ClampVoxelDimension;
}
Progress.EnterProgressFrame(1.f, LOCTEXT("SolidifyMesh", "Approximating Mesh..."));
FWindingNumberBasedSolidify Solidify(
[&Scene](const FVector3d& Position) { return Scene.FastWindingNumber(Position, true); },
SceneBounds, SeedPoints);
Solidify.SetCellSizeAndExtendBounds(SceneBounds, 2.0 * ApproxAccuracy, VoxelDimTarget);
Solidify.WindingThreshold = Options.WindingThreshold;
FDynamicMesh3 SolidMesh;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Solidify);
SolidMesh = FDynamicMesh3(&Solidify.Generate());
}
SolidMesh.DiscardAttributes();
FDynamicMesh3* CurResultMesh = &SolidMesh; // this pointer will be updated as we recompute the mesh
if (Options.bVerbose)
{
UE_LOG(LogApproximateActors, Warning, TEXT("Solidify mesh has %d triangles"), CurResultMesh->TriangleCount());
}
Progress.EnterProgressFrame(1.f, LOCTEXT("ClosingMesh", "Topological Operations..."));
// do topological closure to fix small gaps/etc
FDynamicMesh3 MorphologyMesh;
if (Options.bApplyMorphology)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Morphology);
double MorphologyDistance = Options.MorphologyDistanceMeters * 100.0; // convert to cm
FAxisAlignedBox3d MorphologyBounds = CurResultMesh->GetBounds();
FDynamicMeshAABBTree3 MorphologyBVTree(CurResultMesh);
TImplicitMorphology<FDynamicMesh3> ImplicitMorphology;
ImplicitMorphology.MorphologyOp = TImplicitMorphology<FDynamicMesh3>::EMorphologyOp::Close;
ImplicitMorphology.Source = CurResultMesh;
ImplicitMorphology.SourceSpatial = &MorphologyBVTree;
ImplicitMorphology.SetCellSizesAndDistance(MorphologyBounds, MorphologyDistance, VoxelDimTarget, VoxelDimTarget);
MorphologyMesh = FDynamicMesh3(&ImplicitMorphology.Generate());
MorphologyMesh.DiscardAttributes();
CurResultMesh = &MorphologyMesh;
if (Options.bVerbose)
{
UE_LOG(LogApproximateActors, Warning, TEXT("Morphology mesh has %d triangles"), CurResultMesh->TriangleCount());
}
}
// if mesh has no triangles, something has gone wrong
if (CurResultMesh == nullptr || CurResultMesh->TriangleCount() == 0)
{
Result->ResultCode = IGeometryProcessing_ApproximateActors::EResultCode::MeshGenerationFailed;
return Result;
}
Progress.EnterProgressFrame(1.f, LOCTEXT("SimplifyingMesh", "Simplifying Mesh..."));
FVolPresMeshSimplification Simplifier(CurResultMesh);
Simplifier.ProjectionMode = FVolPresMeshSimplification::ETargetProjectionMode::NoProjection;
Simplifier.DEBUG_CHECK_LEVEL = 0;
Simplifier.bAllowSeamCollapse = false;
int32 BaseTargeTriCount = Options.FixedTriangleCount;
{
int32 BeforeCount = CurResultMesh->TriangleCount();
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Simplification);
if (Options.MeshSimplificationPolicy == IGeometryProcessing_ApproximateActors::ESimplificationPolicy::TrianglesPerUnitSqMeter)
{
FVector2d VolArea = TMeshQueries<FDynamicMesh3>::GetVolumeArea(*CurResultMesh);
double MeshAreaMeterSqr = VolArea.Y * 0.0001;
int32 AreaBaseTargetTriCount = MeshAreaMeterSqr * Options.SimplificationTargetMetric;
Simplifier.SimplifyToTriangleCount(AreaBaseTargetTriCount);
}
else if (Options.MeshSimplificationPolicy == IGeometryProcessing_ApproximateActors::ESimplificationPolicy::GeometricTolerance)
{
double UseTargetTolerance = Options.SimplificationTargetMetric * 100.0; // convert to cm (UE Units)
// first do fast collapse
// (this does not seem to help perf and probably makes the results slightly worse)
//{
// TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Simplification_PrePass);
// Simplifier.FastCollapsePass(0.1 * UseTargetTolerance, 5);
//}
// now simplify down to a reasonable tri count, as geometric metric is (relatively) expensive
// (still, this is all incredibly cheap compared to the cost of the rest of this method in practice)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Simplification_Pass1);
Simplifier.SimplifyToTriangleCount(50000);
}
FDynamicMesh3 MeshCopy(*CurResultMesh);
FDynamicMeshAABBTree3 MeshCopySpatial(&MeshCopy, true);
FMeshProjectionTarget ProjectionTarget(&MeshCopy, &MeshCopySpatial);
Simplifier.SetProjectionTarget(&ProjectionTarget);
Simplifier.GeometricErrorConstraint = FVolPresMeshSimplification::EGeometricErrorCriteria::PredictedPointToProjectionTarget;
Simplifier.GeometricErrorTolerance = UseTargetTolerance;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Simplification_Pass2);
Simplifier.SimplifyToTriangleCount(8);
}
}
else
{
Simplifier.SimplifyToTriangleCount(BaseTargeTriCount);
}
int32 AfterCount = CurResultMesh->TriangleCount();
if (Options.bVerbose)
{
UE_LOG(LogApproximateActors, Warning, TEXT("Simplified mesh from %d to %d triangles"), BeforeCount, AfterCount);
}
}
Progress.EnterProgressFrame(1.f, LOCTEXT("RemoveHidden", "Removing Hidden Geometry..."));
if (Options.OcclusionPolicy == IGeometryProcessing_ApproximateActors::EOcclusionPolicy::VisibilityBased)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Occlusion);
TRemoveOccludedTriangles<FDynamicMesh3> Remover(CurResultMesh);
Remover.InsideMode = EOcclusionCalculationMode::SimpleOcclusionTest;
Remover.TriangleSamplingMethod = EOcclusionTriangleSampling::VerticesAndCentroids;
Remover.AddTriangleSamples = 50;
Remover.AddRandomRays = 50;
FDynamicMeshAABBTree3 CurResultMeshSpatial(CurResultMesh, false);
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Occlusion_Spatial);
CurResultMeshSpatial.Build();
}
TArray<FTransform3d> NoTransforms;
NoTransforms.Add(FTransform3d::Identity());
TArray<FDynamicMeshAABBTree3*> Spatials;
Spatials.Add(&CurResultMeshSpatial);
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Occlusion_Compute);
Remover.Select(NoTransforms, Spatials, {}, NoTransforms);
}
if (Remover.RemovedT.Num() > 0)
{
FMeshFaceSelection Selection(CurResultMesh);
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Occlusion_Clean);
Selection.Select(Remover.RemovedT);
Selection.ExpandToOneRingNeighbours(1);
Selection.ContractBorderByOneRingNeighbours(2);
}
FDynamicMeshEditor Editor(CurResultMesh);
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Occlusion_Delete);
Editor.RemoveTriangles(Selection.AsArray(), true);
}
}
if (Options.bVerbose)
{
UE_LOG(LogApproximateActors, Warning, TEXT("Occlusion-Filtered mesh has %d triangles"), CurResultMesh->TriangleCount());
}
}
// re-enable attributes
CurResultMesh->EnableAttributes();
// TODO: clip hidden triangles against occluder geo like landscape
// compute normals
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Normals);
if (Options.bCalculateHardNormals)
{
FMeshNormals::InitializeOverlayTopologyFromOpeningAngle(CurResultMesh, CurResultMesh->Attributes()->PrimaryNormals(), Options.HardNormalsAngleDeg);
FMeshNormals::QuickRecomputeOverlayNormals(*CurResultMesh);
}
else
{
FMeshNormals::InitializeOverlayToPerVertexNormals(CurResultMesh->Attributes()->PrimaryNormals());
}
}
// exit here if we are just generating a merged collision mesh
if (Options.BasePolicy == IGeometryProcessing_ApproximateActors::EApproximationPolicy::CollisionMesh)
{
Result->ResultCode = IGeometryProcessing_ApproximateActors::EResultCode::Success;
Result->bHaveMesh = true;
Result->Mesh = MoveTemp(*CurResultMesh);
return Result;
}
Progress.EnterProgressFrame(1.f, LOCTEXT("ComputingUVs", "Computing UVs..."));
// compute UVs
TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> UVInputMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
*UVInputMesh = MoveTemp(*CurResultMesh);
FParameterizeMeshOp ParameterizeMeshOp;
ParameterizeMeshOp.Stretch = 0.1;
ParameterizeMeshOp.NumCharts = 0;
ParameterizeMeshOp.InputMesh = UVInputMesh;
ParameterizeMeshOp.Method = UE::Geometry::EParamOpBackend::UVAtlas;
FProgressCancel UVProgressCancel;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_GenerateUVs);
ParameterizeMeshOp.CalculateResult(&UVProgressCancel);
}
TUniquePtr<FDynamicMesh3> FinalMesh = ParameterizeMeshOp.ExtractResult();
Progress.EnterProgressFrame(1.f, LOCTEXT("PackingUVs", "Packing UVs..."));
// repack UVs
FDynamicMeshUVOverlay* RepackUVLayer = FinalMesh->Attributes()->PrimaryUV();
RepackUVLayer->SplitBowties();
FDynamicMeshUVPacker Packer(RepackUVLayer);
Packer.TextureResolution = Options.TextureImageSize / 4; // maybe too conservative? We don't have gutter control currently.
Packer.GutterSize = 1.0; // not clear this works
Packer.bAllowFlips = false;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_PackUVs);
bool bOK = Packer.StandardPack();
ensure(bOK);
}
Progress.EnterProgressFrame(1.f, LOCTEXT("ComputingTangents", "Computing Tangents..."));
Result->ResultCode = IGeometryProcessing_ApproximateActors::EResultCode::Success;
Result->bHaveMesh = true;
Result->Mesh = MoveTemp(*FinalMesh);
// compute tangents
Result->bHaveTangents = true;
Result->Tangents.SetMesh(&Result->Mesh);
FComputeTangentsOptions TangentsOptions;
TangentsOptions.bAveraged = true;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Tangents);
Result->Tangents.ComputeTriVertexTangents(
Result->Mesh.Attributes()->PrimaryNormals(),
Result->Mesh.Attributes()->PrimaryUV(),
TangentsOptions);
}
return Result;
}
static int32 GetMeshTextureSizeFromTargetTexelDensity(const FDynamicMesh3& Mesh, float TargetTexelDensity)
{
const FDynamicMeshUVOverlay* UVOverlay = Mesh.Attributes()->PrimaryUV();
double Mesh3DArea = 0;
double MeshUVArea = 0;
for (int TriangleID : Mesh.TriangleIndicesItr())
{
// World space area
Mesh3DArea += Mesh.GetTriArea(TriangleID);
FIndex3i UVVertices = UVOverlay->GetTriangle(TriangleID);
FTriangle2d TriangleUV = FTriangle2d(
(FVector2d)UVOverlay->GetElement(UVVertices.A),
(FVector2d)UVOverlay->GetElement(UVVertices.B),
(FVector2d)UVOverlay->GetElement(UVVertices.C));
// UV space area
MeshUVArea += TriangleUV.Area();
}
double TexelRatio = FMath::Sqrt(MeshUVArea / Mesh3DArea) * 100;
// Compute the perfect texture size that would get us to our texture density
// Also compute the nearest power of two sizes (below and above our target)
const int32 SizePerfect = FMath::CeilToInt(TargetTexelDensity / TexelRatio);
const int32 SizeHi = FMath::RoundUpToPowerOfTwo(SizePerfect);
const int32 SizeLo = SizeHi >> 1;
// Compute the texel density we achieve with these two texture sizes
const double TexelDensityLo = SizeLo * TexelRatio;
const double TexelDensityHi = SizeHi * TexelRatio;
// Select best match between low & high res textures.
const double TexelDensityLoDiff = TargetTexelDensity - TexelDensityLo;
const double TexelDensityHiDiff = TexelDensityHi - TargetTexelDensity;
const int32 BestTextureSize = TexelDensityLoDiff < TexelDensityHiDiff ? SizeLo : SizeHi;
return BestTextureSize;
}
IGeometryProcessing_ApproximateActors::FOptions FApproximateActorsImpl::ConstructOptions(const FMeshApproximationSettings& UseSettings)
{
//
// Construct options for ApproximateActors operation
//
FOptions Options;
Options.BasePolicy = (UseSettings.OutputType == EMeshApproximationType::MeshShapeOnly) ?
IGeometryProcessing_ApproximateActors::EApproximationPolicy::CollisionMesh :
IGeometryProcessing_ApproximateActors::EApproximationPolicy::MeshAndGeneratedMaterial;
Options.WorldSpaceApproximationAccuracyMeters = UseSettings.ApproximationAccuracy;
Options.bAutoThickenThinParts = UseSettings.bAttemptAutoThickening;
Options.AutoThickenThicknessMeters = UseSettings.TargetMinThicknessMultiplier * UseSettings.ApproximationAccuracy;
Options.BaseCappingPolicy = IGeometryProcessing_ApproximateActors::EBaseCappingPolicy::NoBaseCapping;
if (UseSettings.BaseCapping == EMeshApproximationBaseCappingType::ConvexPolygon)
{
Options.BaseCappingPolicy = IGeometryProcessing_ApproximateActors::EBaseCappingPolicy::ConvexPolygon;
}
else if (UseSettings.BaseCapping == EMeshApproximationBaseCappingType::ConvexSolid)
{
Options.BaseCappingPolicy = IGeometryProcessing_ApproximateActors::EBaseCappingPolicy::ConvexSolid;
}
Options.ClampVoxelDimension = UseSettings.ClampVoxelDimension;
Options.WindingThreshold = UseSettings.WindingThreshold;
Options.bApplyMorphology = UseSettings.bFillGaps;
Options.MorphologyDistanceMeters = UseSettings.GapDistance;
Options.OcclusionPolicy = (UseSettings.OcclusionMethod == EOccludedGeometryFilteringPolicy::VisibilityBasedFiltering) ?
IGeometryProcessing_ApproximateActors::EOcclusionPolicy::VisibilityBased : IGeometryProcessing_ApproximateActors::EOcclusionPolicy::None;
Options.FixedTriangleCount = UseSettings.TargetTriCount;
if (UseSettings.SimplifyMethod == EMeshApproximationSimplificationPolicy::TrianglesPerArea)
{
Options.MeshSimplificationPolicy = IGeometryProcessing_ApproximateActors::ESimplificationPolicy::TrianglesPerUnitSqMeter;
Options.SimplificationTargetMetric = UseSettings.TrianglesPerM;
}
else if (UseSettings.SimplifyMethod == EMeshApproximationSimplificationPolicy::GeometricTolerance)
{
Options.MeshSimplificationPolicy = IGeometryProcessing_ApproximateActors::ESimplificationPolicy::GeometricTolerance;
Options.SimplificationTargetMetric = UseSettings.GeometricDeviation;
}
else
{
Options.MeshSimplificationPolicy = IGeometryProcessing_ApproximateActors::ESimplificationPolicy::FixedTriangleCount;
}
Options.bCalculateHardNormals = UseSettings.bEstimateHardNormals;
Options.HardNormalsAngleDeg = FMath::Clamp(UseSettings.HardNormalAngle, 0.001f, 89.99f);
Options.TextureImageSize = UseSettings.MaterialSettings.TextureSize.X;
Options.AntiAliasMultiSampling = FMath::Max(1, UseSettings.MultiSamplingAA);
Options.RenderCaptureImageSize = (UseSettings.RenderCaptureResolution == 0) ?
Options.TextureImageSize : UseSettings.RenderCaptureResolution;
Options.FieldOfViewDegrees = UseSettings.CaptureFieldOfView;
Options.NearPlaneDist = UseSettings.NearPlaneDist;
Options.bVerbose = UseSettings.bPrintDebugMessages;
Options.bWriteDebugMesh = UseSettings.bEmitFullDebugMesh;
// Nanite settings
Options.bGenerateNaniteEnabledMesh = UseSettings.bGenerateNaniteEnabledMesh;
Options.NaniteProxyTrianglePercent = UseSettings.NaniteProxyTrianglePercent;
// Distance field
Options.bAllowDistanceField = UseSettings.bAllowDistanceField;
// Ray tracing
Options.bSupportRayTracing = UseSettings.bSupportRayTracing;
return Options;
}
void FApproximateActorsImpl::ApproximateActors(const TArray<AActor*>& Actors, const FOptions& Options, FResults& ResultsOut)
{
int32 ActorClusters = 1;
FScopedSlowTask Progress(1.f, LOCTEXT("ApproximatingActors", "Generating Actor Approximation..."));
Progress.MakeDialog(true);
Progress.EnterProgressFrame(1.f);
GenerateApproximationForActorSet(Actors, Options, ResultsOut);
}
void FApproximateActorsImpl::GenerateApproximationForActorSet(const TArray<AActor*>& Actors, const FOptions& Options, FResults& ResultsOut)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate);
RenderCaptureInterface::FScopedCapture RenderCapture(CVarApproximateActorsRDOCCapture.GetValueOnAnyThread() == 1, TEXT("ApproximateActors"));
if (Options.BasePolicy == IGeometryProcessing_ApproximateActors::EApproximationPolicy::MeshAndGeneratedMaterial)
{
// The scene capture photoset part of this process relies on debug view modes being available.
// If it ain't the case, fail immediatelly
if (!AllowDebugViewmodes())
{
UE_LOG(LogApproximateActors, Error, TEXT("Debug view modes not are available - unable to generate material"));
ResultsOut.ResultCode = EResultCode::MaterialGenerationFailed;
return;
}
}
//
// Future Optimizations
// - can do most of the mesh processing at the same time as capturing the photo set (if that matters)
// - some parts of mesh gen can be done simultaneously (maybe?)
//
FScopedSlowTask Progress(11.f, LOCTEXT("ApproximatingActors", "Generating Actor Approximation..."));
Progress.EnterProgressFrame(1.f, LOCTEXT("BuildingScene", "Building Scene..."));
float ApproxAccuracy = Options.WorldSpaceApproximationAccuracyMeters * 100.0; // convert to cm (UE Units)
FMeshSceneAdapter Scene;
FMeshSceneAdapterBuildOptions SceneBuildOptions;
SceneBuildOptions.bThickenThinMeshes = Options.bAutoThickenThinParts;
SceneBuildOptions.DesiredMinThickness = Options.AutoThickenThicknessMeters * 100.0; // convert to cm (UE Units)
// filter out objects smaller than 10% of voxel size
SceneBuildOptions.bFilterTinyObjects = true;
SceneBuildOptions.TinyObjectBoxMaxDimension = ApproxAccuracy * 0.1;
SceneBuildOptions.bPrintDebugMessages = Options.bVerbose;
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_BuildScene);
Scene.AddActors(Actors);
Scene.Build(SceneBuildOptions);
}
// todo: make optional
if (Options.bVerbose)
{
FMeshSceneAdapter::FStatistics Stats;
Scene.GetGeometryStatistics(Stats);
UE_LOG(LogApproximateActors, Warning, TEXT("%lld triangles in %lld unique meshes, total %lld triangles in %lld instances"),
Stats.UniqueMeshTriangleCount, Stats.UniqueMeshCount, Stats.InstanceMeshTriangleCount, Stats.InstanceMeshCount);
}
if (Options.BaseCappingPolicy != EBaseCappingPolicy::NoBaseCapping)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_Capping);
double UseThickness = (Options.BaseThicknessOverrideMeters != 0) ? (Options.BaseThicknessOverrideMeters * 100.0) :
(Options.bAutoThickenThinParts ? SceneBuildOptions.DesiredMinThickness : 1.25 * ApproxAccuracy);
double UseHeight = (Options.BaseHeightOverrideMeters != 0) ? (Options.BaseHeightOverrideMeters * 100.0) : (2.0 * ApproxAccuracy);
Scene.GenerateBaseClosingMesh(UseHeight, UseThickness);
}
FDynamicMesh3 DebugMesh;
FDynamicMesh3* WriteDebugMesh = nullptr;
if (Options.bWriteDebugMesh)
{
TRACE_CPUPROFILER_EVENT_SCOPE(ApproximateActorsImpl_Generate_DebugMesh);
DebugMesh.EnableAttributes();
Scene.GetAccumulatedMesh(DebugMesh);
FMeshNormals::InitializeMeshToPerTriangleNormals(&DebugMesh);
WriteDebugMesh = &DebugMesh;
}
// build spatial evaluation cache
Scene.BuildSpatialEvaluationCache();
// if we are only generating collision mesh, we are going to exit after mesh generation
if (Options.BasePolicy == IGeometryProcessing_ApproximateActors::EApproximationPolicy::CollisionMesh)
{
TSharedPtr<FApproximationMeshData> ApproximationMeshData = GenerateApproximationMesh(Scene, Options, ApproxAccuracy);
ResultsOut.ResultCode = ApproximationMeshData->ResultCode;
if (ResultsOut.ResultCode == EResultCode::Success)
{
EmitGeneratedMeshAsset(Actors, Options, ResultsOut, &ApproximationMeshData->Mesh, nullptr, WriteDebugMesh);
}
return;
}
// launch async mesh compute which can run while we do (relatively) expensive render captures
TFuture<TSharedPtr<FApproximationMeshData>> MeshComputeFuture = Async(EAsyncExecution::Thread,
[&Scene, &Options, &ApproxAccuracy]() {
return GenerateApproximationMesh(Scene, Options, ApproxAccuracy);
});
Progress.EnterProgressFrame(1.f, LOCTEXT("CapturingScene", "Capturing Scene..."));
TUniquePtr<FSceneCapturePhotoSet> SceneCapture = CapturePhotoSet(Actors, Options);
Progress.EnterProgressFrame(1.f, LOCTEXT("BakingTextures", "Baking Textures..."));
// need to wait for mesh to finish computing
MeshComputeFuture.Wait();
TSharedPtr<FApproximationMeshData> ApproximationMeshData = MeshComputeFuture.Get();
if (ApproximationMeshData->ResultCode != EResultCode::Success)
{
ResultsOut.ResultCode = ApproximationMeshData->ResultCode;
return;
}
FDynamicMesh3 FinalMesh = MoveTemp(ApproximationMeshData->Mesh);
FMeshTangentsd FinalMeshTangents = MoveTemp(ApproximationMeshData->Tangents);
FOptions OverridenOptions = Options;
// evaluate required texture size if needed
if (Options.TextureSizePolicy == ETextureSizePolicy::TexelDensity)
{
const int32 MaxTextureSize = 8192;
const int32 BestTextureSize = GetMeshTextureSizeFromTargetTexelDensity(FinalMesh, Options.MeshTexelDensity);
if (BestTextureSize > MaxTextureSize)
{
UE_LOG(LogApproximateActors, Warning, TEXT("Mesh would require %dx%d textures, clamping down to maximum (%dx%d)"), BestTextureSize, BestTextureSize, MaxTextureSize, MaxTextureSize);
OverridenOptions.TextureImageSize = MaxTextureSize;
}
else
{
OverridenOptions.TextureImageSize = BestTextureSize;
}
}
// bake textures for Actor
FGeneratedResultTextures GeneratedTextures;
BakeTexturesFromPhotoCapture(SceneCapture, OverridenOptions,
GeneratedTextures,
&FinalMesh, &FinalMeshTangents);
Progress.EnterProgressFrame(1.f, LOCTEXT("Writing Assets", "Writing Assets..."));
// Make material for textures by creating MIC of input material, or fall back to known material
UMaterialInterface* UseBaseMaterial = (Options.BakeMaterial != nullptr) ?
Options.BakeMaterial : LoadObject<UMaterial>(nullptr, TEXT("/MeshModelingToolset/Materials/FullMaterialBakePreviewMaterial_PackedMRS"));
FMaterialAssetOptions MatOptions;
MatOptions.NewAssetPath = Options.BasePackagePath + TEXT("_Material");
FMaterialAssetResults MatResults;
ECreateMaterialResult MatResult = UE::AssetUtils::CreateDerivedMaterialInstance(UseBaseMaterial, MatOptions, MatResults);
UMaterialInstanceConstant* NewMaterial = nullptr;
if (ensure(MatResult == ECreateMaterialResult::Ok))
{
NewMaterial = MatResults.NewMaterialInstance;
ResultsOut.NewMaterials.Add(NewMaterial);
}
// this lambda converts a generated texture to an Asset, and then assigns it to a parameter of the Material
FString BaseTexturePath = MatOptions.NewAssetPath;
auto WriteTextureLambda = [BaseTexturePath, NewMaterial, &ResultsOut](
UTexture2D* Texture,
FString TextureTypeSuffix,
FTexture2DBuilder::ETextureType Type,
FName MaterialParamName )
{
if (ensure(Texture != nullptr) == false) return;
FTexture2DBuilder::CopyPlatformDataToSourceData(Texture, Type);
if (Type == FTexture2DBuilder::ETextureType::Roughness
|| Type == FTexture2DBuilder::ETextureType::Metallic
|| Type == FTexture2DBuilder::ETextureType::Specular)
{
UE::AssetUtils::ConvertToSingleChannel(Texture);
}
// Make sure the texture is a VT if required by the material sampler
if (NewMaterial != nullptr)
{
UTexture* DefaultTexture = nullptr;
NewMaterial->GetTextureParameterValue(MaterialParamName, DefaultTexture);
if (ensure(DefaultTexture))
{
Texture->VirtualTextureStreaming = DefaultTexture->VirtualTextureStreaming;
}
}
FTexture2DAssetOptions TexOptions;
TexOptions.NewAssetPath = BaseTexturePath + TextureTypeSuffix;
FTexture2DAssetResults Results;
ECreateTexture2DResult TexResult = UE::AssetUtils::SaveGeneratedTexture2DAsset(Texture, TexOptions, Results);
if (ensure(TexResult == ECreateTexture2DResult::Ok))
{
ResultsOut.NewTextures.Add(Texture);
if (NewMaterial != nullptr)
{
NewMaterial->SetTextureParameterValueEditorOnly(MaterialParamName, Texture);
}
}
};
// process the generated textures
if (Options.bBakeBaseColor && GeneratedTextures.BaseColorMap)
{
WriteTextureLambda(GeneratedTextures.BaseColorMap, TEXT("_BaseColor"), FTexture2DBuilder::ETextureType::Color, Options.BaseColorTexParamName);
}
if (Options.bBakeEmissive && GeneratedTextures.EmissiveMap)
{
WriteTextureLambda(GeneratedTextures.EmissiveMap, TEXT("_Emissive"), FTexture2DBuilder::ETextureType::EmissiveHDR, Options.EmissiveTexParamName);
}
if (Options.bBakeNormalMap && GeneratedTextures.NormalMap)
{
WriteTextureLambda(GeneratedTextures.NormalMap, TEXT("_Normal"), FTexture2DBuilder::ETextureType::NormalMap, Options.NormalTexParamName);
}
if ((Options.bBakeRoughness || Options.bBakeMetallic || Options.bBakeSpecular) && Options.bUsePackedMRS && GeneratedTextures.PackedMRSMap)
{
WriteTextureLambda(GeneratedTextures.PackedMRSMap, TEXT("_PackedMRS"), FTexture2DBuilder::ETextureType::ColorLinear, Options.PackedMRSTexParamName);
}
if (Options.bBakeRoughness && GeneratedTextures.RoughnessMap)
{
WriteTextureLambda(GeneratedTextures.RoughnessMap, TEXT("_Roughness"), FTexture2DBuilder::ETextureType::Roughness, Options.RoughnessTexParamName);
}
if (Options.bBakeMetallic && GeneratedTextures.MetallicMap)
{
WriteTextureLambda(GeneratedTextures.MetallicMap, TEXT("_Metallic"), FTexture2DBuilder::ETextureType::Metallic, Options.MetallicTexParamName);
}
if (Options.bBakeSpecular && GeneratedTextures.SpecularMap)
{
WriteTextureLambda(GeneratedTextures.SpecularMap, TEXT("_Specular"), FTexture2DBuilder::ETextureType::Specular, Options.SpecularTexParamName);
}
// force material update now that we have updated texture parameters
// (does this do that? Let calling code do it?)
NewMaterial->PostEditChange();
EmitGeneratedMeshAsset(Actors, Options, ResultsOut, &FinalMesh, NewMaterial, WriteDebugMesh);
ResultsOut.ResultCode = EResultCode::Success;
}
UStaticMesh* FApproximateActorsImpl::EmitGeneratedMeshAsset(
const TArray<AActor*>& Actors,
const FOptions& Options,
FResults& ResultsOut,
FDynamicMesh3* FinalMesh,
UMaterialInterface* Material,
FDynamicMesh3* DebugMesh)
{
FStaticMeshAssetOptions MeshAssetOptions;
MeshAssetOptions.CollisionType = ECollisionTraceFlag::CTF_UseSimpleAsComplex;
MeshAssetOptions.bEnableRecomputeTangents = false;
MeshAssetOptions.NewAssetPath = Options.BasePackagePath;
MeshAssetOptions.SourceMeshes.DynamicMeshes.Add(FinalMesh);
MeshAssetOptions.bGenerateNaniteEnabledMesh = Options.bGenerateNaniteEnabledMesh;
MeshAssetOptions.NaniteProxyTrianglePercent = Options.NaniteProxyTrianglePercent;
MeshAssetOptions.bSupportRayTracing = Options.bSupportRayTracing;
MeshAssetOptions.bAllowDistanceField = Options.bAllowDistanceField;
MeshAssetOptions.bGenerateLightmapUVs = Options.bGenerateLightmapUVs;
MeshAssetOptions.bCreatePhysicsBody = Options.bCreatePhysicsBody;
if (Material)
{
MeshAssetOptions.AssetMaterials.Add(Material);
}
FStaticMeshResults MeshAssetOutputs;
ECreateStaticMeshResult ResultCode = UE::AssetUtils::CreateStaticMeshAsset(MeshAssetOptions, MeshAssetOutputs);
ensure(ResultCode == ECreateStaticMeshResult::Ok);
ResultsOut.NewMeshAssets.Add(MeshAssetOutputs.StaticMesh);
if (DebugMesh != nullptr)
{
FStaticMeshAssetOptions DebugMeshAssetOptions = MeshAssetOptions;
DebugMeshAssetOptions.NewAssetPath = Options.BasePackagePath + TEXT("_DEBUG");
DebugMeshAssetOptions.SourceMeshes.DynamicMeshes.Reset(1);
DebugMeshAssetOptions.SourceMeshes.DynamicMeshes.Add(DebugMesh);
FStaticMeshResults DebugMeshAssetOutputs;
UE::AssetUtils::CreateStaticMeshAsset(DebugMeshAssetOptions, DebugMeshAssetOutputs);
}
return MeshAssetOutputs.StaticMesh;
}
#undef LOCTEXT_NAMESPACE